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The 2 nd Law. 2010-13517 성석현. Trope. Literary Tropos : Memetics of Creativity “standardized method of constructing or treating an argument” The Way of the Hero Recurrent literary devices that can carry common meaning. Development of Game Tropes.
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The 2nd Law 2010-13517 성석현
Trope • Literary Tropos : Memeticsof Creativity • “standardized method of constructing or treating an argument” • The Way of the Hero • Recurrent literary devices that can carry common meaning
Development of Game Tropes • Limitations of technology, knowledge, techniques, money, time, etc… force concessions in game design and development • A sharp divide between reality and a game world. • Creation of mechanics and boundaries to control action and narrative • Unconscious acceptance of the ridiculous and weird.
Trope Inversion • Denial of the expected, a rejection of archetypes and ideas
2.5D • Gameplay in 2D Plane with 3D graphics
3 “Spatial” Dimensions, 1 “Temporal”? • Space and time merely abstraction in video games, attempt at reproducing reality • 2d, isometric, overhead, 3d, 3D+3D • Real-time, turn-based Realtime + turnbased Realtime + pausing • Controlling Time
“Sensual” Dimensions • Primary – Sight, Hearing • Color, Shape, Movement • Ambient sound, catchy music • Evoke specific feelings, emotion, ideas • “Human Dimension” • Empathy, sympathy, emotional attachment, investment • Love of fictional characters, mourning over virtual death and loss, paying for virtual goods
Blur the player’s concepts of the game based on real-world experience
Enable consequential choice both in narrative and gameplay • Not this This
Game Idea • 2.5D game with 1st person perspective /3rd person overhead option • Combat based on manipulation of energy, time and space • No points, no HP, no levels • Time vs. Skill vs. Intuition/Ingenuity • Blur line between possibility within reality and in the game
Heat Manipulation • Able to suffuse or siphon heat from enemies and environment • Deflect attacks, weaken enemies made of certain materials by heating or cooling them • Use of infrared to see target temperature differential
Electromagnetic Manipulation • Use of electricity to stun enemies, affect environment • Use of magnetism to draw, push objects and enemies • Can render enemies vulnerable to other attacks.
Time Manipulation • Create sphere of altered time • Conservation of energy in accelerating/decelerating objects • Affects player’s perception of time • Slow time -> “low” temperature • Fast time -> “high” temperature • Does not effect electromagnetic abilities which travel at c
Space Manipulation • Curving space, redirection of attacks, electromagnetic attacks, no effect on heat • Teleportation/Portals? • Reduction of distance, dimension manipulation. Force certain player perspectives
Visual/Audial Manipulation • Create illusions to trick, draw in enemies • Anti-player, hilarity • Graphic artifacts (Channel change: HIDEO) • AnasituationalPavlovian sound cues (Sound of item drop) • Subtle, gradual color change (cool to warm colors)
Combination of mechanics into adaptive playstyle • Spacetime + energy + physical attacks • Heating up metal knife, use time sphere to slow enemy, use space curving to attack behind, burn cloth, etc… • Go into 1st person perspective, spot water tank, attack support beams, douse enemy in water, use teleportation to get on high ground, electrify enemy • Or just hack and slash mindlessly
Player Character • No visible “HP” • “Energy based”Hunger Meter • Eat food to fill • Undereating, overeating, affects metabolism • Vomiting, food poisioning, necessitates high quality food • Regulates body temperature and repair • Enemies and environment increase/decrease body temperature, extremes can cause death • Damage affects body parts • Legs: Slowed movement, no jumping • Head: Altered vision, no hearing, altered senses
World System • Weapon has single energy meter constantly replenished by limited resource that is also currency, narrative plot item, consumable item • Idea of “Self”, “Conservation”and “Production” • Can absorb energy to replenish energy meter • Perma-Death, possibility to escape always available at the cost of character’s integrity in narrative. Effects only narrative and not gameplay.
Objective • Challenge player’s preconceptions and knowledge of game tropes using adaptive combat system and perhaps even narrative • Taking advantage of the Game Map, leading players to wrong “destinations” based on their “directions” • Offer choice in approach. Balance is created by player.